Demo Data from SIGIR 2026 / reviewers in the wild / expert
Yining Lang
dblp:225/8490
· DBLP profile ↗
11ranked-venue papers
5as first author
4since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 5 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 2 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
5 papers |
Virtual and augmented reality · 52% Computer animation and physical simulation · 17% Visual content generation and editing · 17% | |
| Human-computer interaction and pervasive computing
5 papers |
Immersive interaction · 63% Ubiquitous computing and smart environments · 16% Learning and educational technologies · 14% | |
| Artificial intelligence
5 papers |
Image recognition and object detection · 25% Video understanding and tracking · 25% Face, body and person analysis · 22% |
Topics — the 17 heaviest of 20, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
virtual reality |
0.8 | 2 | 2023 | Optimizing Product Placement for Virtual Stores · VR 2023 Synthesizing Personalized Training Programs for Improving Driving Habits via Virtual Reality · VR 2018 |
Virtual and augmented reality
virtual environment |
0.7 | 1 | 2023 | Optimizing Product Placement for Virtual Stores · VR 2023 |
Virtual and augmented reality
mixed reality |
0.5 | 1 | 2021 | Scene-Aware Behavior Synthesis for Virtual Pets in Mixed Reality · CHI 2021 |
Computer vision › Image recognition and object detection
image retrieval |
0.4 | 1 | 2020 | Which Is Plagiarism: Fashion Image Retrieval Based on Regional Representation for Design Protection · CVPR 2020 |
Computer vision › Video understanding and tracking
video forgery detection |
0.4 | 1 | 2020 | Sharp Multiple Instance Learning for DeepFake Video Detection · ACM Multimedia 2020 |
Multimedia analysis and retrieval
deepfake detection |
0.4 | 1 | 2020 | Sharp Multiple Instance Learning for DeepFake Video Detection · ACM Multimedia 2020 |
Computer vision › Face, body and person analysis › facial attribute analysis
facial attribute recognition |
0.4 | 1 | 2019 | 3D Face Synthesis Driven by Personality Impression · AAAI 2019 |
Visual content generation and editing › 3d content generation
3d face synthesis |
0.4 | 1 | 2019 | 3D Face Synthesis Driven by Personality Impression · AAAI 2019 |
Virtual and augmented reality › virtual environment
virtual environment design |
0.4 | 1 | 2019 | Functional Workspace Optimization via Learning Personal Preferences from Virtual Experiences · IEEE Trans. Vis. Comput. Graph. 2019 |
Learning and educational technologies › skill acquisition
driving skill training |
0.3 | 1 | 2018 | Synthesizing Personalized Training Programs for Improving Driving Habits via Virtual Reality · VR 2018 |
Immersive interaction
virtual reality training |
0.3 | 1 | 2018 | Synthesizing Personalized Training Programs for Improving Driving Habits via Virtual Reality · VR 2018 |
Human-AI interaction › virtual agents
virtual agent behavior |
0.1 | 1 | 2021 | Scene-Aware Behavior Synthesis for Virtual Pets in Mixed Reality · CHI 2021 |
Robotics › Robot navigation and mapping
landmark detection |
0.1 | 1 | 2020 | Which Is Plagiarism: Fashion Image Retrieval Based on Regional Representation for Design Protection · CVPR 2020 |
Machine learning › Trustworthy machine learning
robustness |
0.1 | 1 | 2020 | Sharp Multiple Instance Learning for DeepFake Video Detection · ACM Multimedia 2020 |
Computer vision › 3D vision
3d scene reconstruction |
0.1 | 1 | 2019 | Virtual Agent Positioning Driven by Scene Semantics in Mixed Reality · VR 2019 |
Machine learning › Reinforcement learning
preference learning |
0.1 | 1 | 2019 | Functional Workspace Optimization via Learning Personal Preferences from Virtual Experiences · IEEE Trans. Vis. Comput. Graph. 2019 |
Visual content generation and editing
virtual character generation |
0.1 | 1 | 2019 | 3D Face Synthesis Driven by Personality Impression · AAAI 2019 |
Methods — techniques the papers use, named apart from their topics
optimization · 2.4user study · 1.3preference learning · 1.1cost function optimization · 1.1scene understanding · 1.0behavior synthesis · 1.0spatial-temporal encoding · 0.9multiple instance learning · 0.9virtual reality user study · 0.8convolutional neural network · 0.8Mask R-CNN · 0.8regional representation · 0.4landmark-guided learning · 0.4markov chain monte-carlo optimization · 0.4markov chain monte carlo optimization · 0.4eye tracking · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Multi-scale hash encoding based neural geometry representationabstractRecently, neural implicit function-based representation has attracted more and more attention, and has been widely used to represent surfaces using differentiable neural networks. However, surface reconstruction from point clouds or multi-view images using existing neural geometry representations still suffer from slow computation and poor accuracy. To alleviate these issues, we propose a multi-scale hash encoding-based neural geometry representation which effectively and efficiently represents the surface as a signed distance field. Our novel neural network structure carefully combines low-frequency Fourier position encoding with multi-scale hash encoding. The initialization of the geometry network and geometry features of the rendering module are accordingly redesigned. Our experiments demonstrate that the proposed representation is at least 10 times faster for reconstructing point clouds with millions of points. It also significantly improves speed and accuracy of multi-view reconstruction. Our code and models are available at https://github.com/Dengzhi-USTC/Neural-Geometry-Reconstruction . Haoyao Xiao, Yining Lang, Juyong Zhang |
Comput. Vis. Media | 3 |
| 2023 | DR-Net: A Multi-View Face Synthesis Network Driven by Dual RepresentationabstractWith the rapid growth of virtual human techniques and the popularity of 3D face modeling, multi-view face synthesis has received considerable attention in the computer vision community. Though learning-based methods have achieved photo-realistic effect, the lack of geometry guidance remains a great hurdle to their results in high fidelity of identity. To relieve it, we propose a novel network named Dual-Representation-Net (DR-Net) driven by both learning and geometry information. In addition, we utilize face parsing to lead the learning of regional attention, in this way, the two synthesizing representations can collaborate and compete dynamically under different face angles, which improves the stability of face synthesis by assimilating the benefits of both kinds of information. What is more, we want to emphasize that DR-Net can serve as a general framework for multi-view face synthesis by jointly exploiting learning and geometry information. That is, our geometry module and learning module are actually substitutable, which can be replaced by any other SOTA methods. This makes our method both flexible and scalable. Extensive experiments verify that our approach is superior to other counterparts in both synthesis quality and identity preservation. Moreover, with the geometric information, we can decouple the synthesis of face and background to obtain more robust results on in-the-wild data. Xianliang Huang, Yining Lang, Yuan He 0011, Hui Xue 0001, Shuigeng Zhou |
ICME | 2 |
| 2023 | Optimizing Product Placement for Virtual StoresabstractThe recent popularity of consumer-grade virtual reality devices has enabled users to experience immersive shopping in virtual environments. As in a real-world store, the placement of products in a virtual store should appeal to shoppers, which could be time-consuming, tedious, and non-trivial to create manually. Thus, this work introduces a novel approach for automatically optimizing product placement in virtual stores. Our approach considers product exposure and spatial constraints, applying an optimizer to search for optimal product placement solutions. We conducted qualitative scene rationality and quantitative product exposure experiments to validate our approach with users. The results show that the proposed approach can synthesize reasonable product placements and increase product exposures for different virtual stores. Wei Liang 0008, Luhui Wang, Xinzhe Yu, ChangYang Li, Rawan Alghofaili, Yining Lang, Lap-Fai Yu |
VR | 6 |
| 2021 | Scene-Aware Behavior Synthesis for Virtual Pets in Mixed RealityabstractVirtual pets are an alternative to real pets, providing a substitute for people with allergies or preparing people for adopting a real pet. Recent advancements in mixed reality pave the way for virtual pets to provide a more natural and seamless experience for users. However, one key challenge is embedding environmental awareness into the virtual pet (e.g., identifying the food bowl’s location) so that they can behave naturally in the real world. Wei Liang 0008, Xinzhe Yu, Rawan Alghofaili, Yining Lang, Lap-Fai Yu |
CHI | 4 |
| 2020 | Which Is Plagiarism: Fashion Image Retrieval Based on Regional Representation for Design ProtectionabstractWith the rapid growth of e-commerce and the popularity of online shopping, fashion retrieval has received considerable attention in the computer vision community. Different from the existing works that mainly focus on identical or similar fashion item retrieval, in this paper, we aim to study the plagiarized clothes retrieval which is somewhat ignored in the academic community while itself has great application value. One of the key challenges is that plagiarized clothes are usually modified in a certain region on the original design to escape the supervision by traditional retrieval methods. To relieve it, we propose a novel network named Plagiarized-Search-Net (PS-Net) based on regional representation, where we utilize the landmarks to guide the learning of regional representations and compare fashion items region by region. Besides, we propose a new dataset named Plagiarized Fashion for plagiarized clothes retrieval, which provides a meaningful complement to the existing fashion retrieval field. Experiments on Plagiarized Fashion dataset verify that our approach is superior to other instance-level counterparts for plagiarized clothes retrieval, showing a promising result for original design protection. Moreover, our PS-Net can also be adapted to traditional fashion retrieval and landmark estimation tasks and achieves the state-of-the-art performance on the DeepFashion and DeepFashion2 datasets. Yining Lang, Yuan He 0011, Jianfeng Dong, Hui Xue 0001 |
CVPR | 1 |
| 2020 | Design-Gan: Cross-Category Fashion Translation Driven By Landmark AttentionabstractThe rise of generative adversarial networks has boosted a vast interest in the field of fashion image-to-image translation. However, previous methods do not perform well in cross-category translation tasks, e.g., translating jeans to skirts in fashion images. The translated skirts are easier to lose the detail texture of the jeans, and the generated legs or arms often look unnatural. In this paper, we propose a novel approach, called DesignGAN, that utilizes the landmark guided attention and a similarity constraint mechanism to achieve fashion cross-category translation. Moreover, we can achieve texture editing on any customized input, which can even be used as an effective way to empower fashion designers. Experiments on fashion datasets verify that DesignGAN is superior to other image-to-image translation methods. Yining Lang, Yuan He 0011, Jianfeng Dong, Hui Xue 0001 |
ICASSP | 1 |
| 2020 | Sharp Multiple Instance Learning for DeepFake Video DetectionabstractWith the rapid development of facial manipulation techniques, face forgery has received considerable attention in multimedia and computer vision community due to security concerns. Existing methods are mostly designed for single-frame detection trained with precise image-level labels or for video-level prediction by only modeling the inter-frame inconsistency, leaving potential high risks for DeepFake attackers. In this paper, we introduce a new problem of partial face attack in DeepFake video, where only video-level labels are provided but not all the faces in the fake videos are manipulated. We address this problem by multiple instance learning framework, treating faces and input video as instances and bag respectively. A sharp MIL (S-MIL) is proposed which builds direct mapping from instance embeddings to bag prediction, rather than from instance embeddings to instance prediction and then to bag prediction in traditional MIL. Theoretical analysis proves that the gradient vanishing in traditional MIL is relieved in S-MIL. To generate instances that can accurately incorporate the partially manipulated faces, spatial-temporal encoded instance is designed to fully model the intra-frame and inter-frame inconsistency, which further helps to promote the detection performance. We also construct a new dataset FFPMS for partially attacked DeepFake video detection, which can benefit the evaluation of different methods at both frame and video levels. Experiments on FFPMS and the widely used DFDC dataset verify that S-MIL is superior to other counterparts for partially attacked DeepFake video detection. In addition, S-MIL can also be adapted to traditional DeepFake image detection tasks and achieve state-of-the-art performance on single-frame datasets. Yining Lang, Yuefeng Chen, Xiaofeng Mao, Yuan He 0011, Shuhui Wang, Hui Xue 0001 |
ACM Multimedia | 2 |
| 2019 | 3D Face Synthesis Driven by Personality ImpressionabstractSynthesizing 3D faces that give certain personality impressions is commonly needed in computer games, animations, and virtual world applications for producing realistic virtual characters. In this paper, we propose a novel approach to synthesize 3D faces based on personality impression for creating virtual characters. Our approach consists of two major steps. In the first step, we train classifiers using deep convolutional neural networks on a dataset of images with personality impression annotations, which are capable of predicting the personality impression of a face. In the second step, given a 3D face and a desired personality impression type as user inputs, our approach optimizes the facial details against the trained classifiers, so as to synthesize a face which gives the desired personality impression. We demonstrate our approach for synthesizing 3D faces giving desired personality impressions on a variety of 3D face models. Perceptual studies show that the perceived personality impressions of the synthesized faces agree with the target personality impressions specified for synthesizing the faces. Yining Lang, Wei Liang 0008, Lap-Fai Yu |
AAAI | 1 |
| 2019 | Virtual Agent Positioning Driven by Scene Semantics in Mixed RealityabstractWhen a user interacts with a virtual agent via a mixed reality device, such as a Hololens or a Magic Leap headset, it is important to consider the semantics of the real-world scene in positioning the virtual agent, so that it interacts with the user and the objects in the real world naturally. Mixed reality aims to blend the virtual world with the real world seamlessly. In line with this goal, in this paper, we propose a novel approach to use scene semantics to guide the positioning of a virtual agent. Such considerations can avoid unnatural interaction experiences, e.g., interacting with a virtual human floating in the air. To obtain the semantics of a scene, we first reconstruct the 3D model of the scene by using the RGB-D cameras mounted on the mixed reality device (e.g., a Hololens). Then, we employ the Mask R-CNN object detector to detect objects relevant to the interactions within the scene context. To evaluate the positions and orientations for placing a virtual agent in the scene, we define a cost function based on the scene semantics, which comprises a visibility term and a spatial term. We then apply a Markov chain Monte Carlo optimization technique to search for an optimized solution for placing the virtual agent. We carried out user study experiments to evaluate the results generated by our approach. The results show that our approach achieved a higher user evaluation score than that of the alternative approaches. Yining Lang, Wei Liang 0008, Lap-Fai Yu |
VR | 1 |
| 2019 | Functional Workspace Optimization via Learning Personal Preferences from Virtual ExperiencesabstractThe functionality of a workspace is one of the most important considerations in both virtual world design and interior design. To offer appropriate functionality to the user, designers usually take some general rules into account, e.g., general workflow and average stature of users, which are summarized from the population statistics. Yet, such general rules cannot reflect the personal preferences of a single individual, which vary from person to person. In this paper, we intend to optimize a functional workspace according to the personal preferences of the specific individual who will use it. We come up with an approach to learn the individual's personal preferences from his activities while using a virtual version of the workspace via virtual reality devices. Then, we construct a cost function, which incorporates personal preferences, spatial constraints, pose assessments, and visual field. At last, the cost function is optimized to achieve an optimal layout. To evaluate the approach, we experimented with different settings. The results of the user study show that the workspaces updated in this way better fit the users. Wei Liang 0008, Yining Lang, Bing Ning, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2018 | Synthesizing Personalized Training Programs for Improving Driving Habits via Virtual RealityabstractThe recent popularity of consumer-grade virtual reality devices, such as Oculus Rift, HTC Vive, and Fove virtual reality headset, has enabled household users to experience highly immersive virtual environments. We take advantage of the commercial availability of these devices to provide a novel virtual reality-based driving training approach designed to help individuals improve their driving habits in common scenarios. Our approach first identifies improper driving habits of a user when he drives in a virtual city. Then it synthesizes a pertinent training program to help improve the users driving skills based on the discovered improper habits of the user. To apply our approach, a user first goes through a pre-evaluation test from which his driving habits are analyzed. The analysis results are used to drive optimization for synthesizing a training program. This training program is a personalized route which includes different traffic events. When the user drives along this route via a driving controller and an eye-tracking virtual reality headset, the traffic events he encounters will help him to improve his driving habits. To validate the effectiveness of our approach, we conducted a user study to compare our virtual reality-based driving training with other training methods. The user study results show that the participants trained by our approach perform better on average than those trained by other methods in terms of evaluation score and response time and their improvement is more persistent. Yining Lang, Yibiao Zhao, Lap-Fai Yu |
VR | 1 |